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icebreaker / ANSI.md
Created October 4, 2024 10:11 — forked from fnky/ANSI.md
ANSI Escape Codes

ANSI Escape Sequences

Standard escape codes are prefixed with Escape:

  • Ctrl-Key: ^[
  • Octal: \033
  • Unicode: \u001b
  • Hexadecimal: \x1B
  • Decimal: 27
@icebreaker
icebreaker / main.go
Created October 4, 2024 12:45 — forked from rabet/main.go
Write text into image with Go (with font.Drawer)
// Copyright 2015 The Freetype-Go Authors. All rights reserved.
// Use of this source code is governed by your choice of either the
// FreeType License or the GNU General Public License version 2 (or
// any later version), both of which can be found in the LICENSE file.
// +build example
//
// This build tag means that "go install github.com/golang/freetype/..."
// doesn't install this example program. Use "go run main.go" to run it or "go
// install -tags=example" to install it.
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icebreaker / rgb.go
Created October 4, 2024 12:46 — forked from nitoyon/rgb.go
Generate Animation GIF with Golang
package main
import (
"fmt"
"image"
"image/color"
"image/gif"
"math"
"os"
)
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icebreaker / bash-colors.md
Created August 15, 2025 10:28 — forked from JBlond/bash-colors.md
The entire table of ANSI color codes.

Regular Colors

Value Color
\e[0;30m Black
\e[0;31m Red
\e[0;32m Green
\e[0;33m Yellow
\e[0;34m Blue
\e[0;35m Purple
#!/bin/bash
export __NV_PRIME_RENDER_OFFLOAD=1
export __GLX_VENDOR_LIBRARY_NAME=nvidia
export __VK_LAYER_NV_optimus=NVIDIA_only
export VK_ICD_FILENAMES=/usr/share/vulkan/icd.d/nvidia_icd.json
exec "$@"
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icebreaker / FastUniformLoadWithWaveOps.txt
Created February 20, 2026 19:56 — forked from sebbbi/FastUniformLoadWithWaveOps.txt
Fast uniform load with wave ops (up to 64x speedup)
In shader programming, you often run into a problem where you want to iterate an array in memory over all pixels in a compute shader
group (tile). Tiled deferred lighting is the most common case. 8x8 tile loops over a light list culled for that tile.
Simplified HLSL code looks like this:
Buffer<float4> lightDatas;
Texture2D<uint2> lightStartCounts;
RWTexture2D<float4> output;
[numthreads(8, 8, 1)]